MERPIS
Smash Lord
Also, who wins between Olimar and Mega Man?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Pellets are better than killing us off two combos X3>>
Take your pick for the #3 spot. Everyone sleeps on Link because there's like two good ones in the world, but he eats our neutral and edgeguards the crap out of us. The others are self explanatory, though surely some chucklehead will come in and proclaim that we demolish Bayo because "pellets are better than her killing us off two combos" or whatever.
Oilman is even-ish, probably slight advantage in Mega's favor. Metal Blade rescues an otherwise disastrous MU.
TL is tough, but Link is actually worse for Mega because of his aerials, boxing, and edgeguarding. Specifically, his zAir and nAir beat pellets and your fAir/bAir, making it very difficult and risky to try and pressure him to prevent him from getting a bomb. Once he gets one, you can really only respond with a held metal blade. He has all kinds of shenanigans with aerials and catching/throwing it again when it bounces off your shield. He can combo you out of the explosion reliably, and he hits HARD. Offstage, dAir/nAir->upB covers your recovery completely if you can't jump directly on the stage. Jab mixups can do huge damage or end stocks, and good luck if he makes a read, which he has plenty of conditioning tools for. At least you can zone TL a little and abuse his lower weight. Link is one of those characters where you need to maintain absolute perfect spacing at all times while also looking out for zAir.Also, wouldn't TL also be here since link is here?
must be some pretty terribad villager mains if they think mega man is worse than mewtwo, meta knight and fox.bops . Villager mains have told me it's their worst MU, or at least a contender. Hold a metal blade and he can't use lloyd rockets. Pellets beat slingshot. Crash bomb flushes him out from behind the tree. You gotta play smart, but if you do, this is your best high tier MU.
MD/VA power ranked, but yeah. Probably just some scrub. Nice contribution.must be some pretty terribad villager mains if they think mega man is worse than mewtwo, meta knight and fox.
( ͡° ͜ʖ ͡°) Mewtwo is easily Villager's worst though. He doesn't have to worry about lloyds due to lmao shadow ball and reflector, He can out space villager quite easily with even fair, dtilt is insanely useful in this MU as villager is floaty and dtilt to fair to fair works really well, Mewtwo's mobility gets past almost any wall Villager tries to set up, and at kill percents villager doesn't really have much to fend off Mewtwo's throws, fair, and up smash. Dair really screws villager over, shadow ball shenanigans are nightmares, but the one big problem for mewtwo in this MU is the fact that, if villager can pocket a maximum shadow ball, mewtwo is pretty much dead at 0% because dthrow to shadow ball becomes a thing.MD/VA power ranked, but yeah. Probably just some scrub. Nice contribution.
wut( ͡° ͜ʖ ͡°) Mewtwo is easily Villager's worst though. He doesn't have to worry about lloyds due to lmao shadow ball and reflector, He can out space villager quite easily with even fair, dtilt is insanely useful in this MU as villager is floaty and dtilt to fair to fair works really well, Mewtwo's mobility gets past almost any wall Villager tries to set up, and at kill percents villager doesn't really have much to fend off Mewtwo's throws, fair, and up smash. Dair really screws villager over, shadow ball shenanigans are nightmares, but the one big problem for mewtwo in this MU is the fact that, if villager can pocket a maximum shadow ball, mewtwo is pretty much dead at 0% because dthrow to shadow ball becomes a thing.
Villager can't get past shadow ball too well, it either out prioritizes or Mewtwo can out spam him.
This just in.Ganon? Naw, surely you's jestin'.
This just in.
Apparently, is now an unwinnable match up for since King Dedede is too fat and max rage dash attack kills us at 10% for no reason other than... "shenanigans".
That is all.
Why is pocket not a factor here? Mega isn't even supposed to use uncharged mega busters because of what a potent kill option it becomes when pocketed. It's not hard at all to react to shadow ball and pocket it, and it's MUCH stronger than mega buster. I can see annoying him with uncharged shadow ball on occasion, but slingshot beats it if you try to camp with it.Villager can't get past shadow ball too well, it either out prioritizes or Mewtwo can out spam him.
Except it doesn't matter here and pocket is useless when you have a reflector.Why is pocket not a factor here? Mega isn't even supposed to use uncharged mega busters because of what a potent kill option it becomes when pocketed. It's not hard at all to react to shadow ball and pocket it, and it's MUCH stronger than mega buster. I can see annoying him with uncharged shadow ball on occasion, but slingshot beats it if you try to camp with it.
Small shurikens also out range pellets, and have short enough end lag that jumping over them can be punished if you don't get a read on the greninja. Diagonal blade is projected enough at that distance to be easily dodged or power shielded. Leaf shield, same problem, too slow. Landing close with an aerial results in shield grab, spacing aerials for max range results in getting dash grabbed. I think you're seriously underestimating good greninjas.Small to somewhere medium shurikens can be cancelled with pellets and if he charges longer, jump and diagonal blade. Or stay back and chuck LS. It's not that hard.
Megaman does ok edge guarding greninja, but greninja still has enough tools to mix up recovery, neutral b or counter to stall in the air, side be for quick horizontal movement, and his up b is really good too, despite being vulnerable.Mega also effectively edgeguards greninja.
And fair being faster than his fair is actually pretty troublesome for greninja.
Dont shield if he is grounded, shield if he is aerial. He cant quite tomahawk effectively, though he can kinda do the mixup by landing in dashgrab/fair 50 50 range.
His slow startup is a nightmare vs pellets.
Even if his outranges ours, they still cancel out. Negating his camping. 0 danger. And we can slowly move forward to close the gap will negating his. A simple jump straight up and down can dodge any shuriken and nobody has an advantage unless you are already within range, in which case you shouldn't jump.Small shurikens also out range pellets, and have short enough end lag that jumping over them can be punished if you don't get a read on the greninja. Diagonal blade is projected enough at that distance to be easily dodged or power shielded. Leaf shield, same problem, too slow. Landing close with an aerial results in shield grab, spacing aerials for max range results in getting dash grabbed. I think you're seriously underestimating good greninjas.
One thing to remember in the mu is that Yoshi has a terrible grab game since his grab has slow start up and end lag, almost no reward from throw, and doesn't have a kill throw. In a game where shielding is really strong, that's a big deal. He does have his down-b as an answer which does break shields, but if you can bait it, that can be a huge punish.I think is a pretty bad matchup for
A lot of his moves can negate pellets, MM is too slow on the ground to punish with other moves than Uptilt, Upsmash oos (those two can't punish anything if the opponent has a proper spacing) and pellets and he can't just run under yoshi's eggs like fox or sheik.
I might be biased because i don't have a lot of experience against yoshi, but this is what makes the matchup very hard for me.
I think you're still misunderstanding the point here, he isn't just sitting back and camping all game, he's camping long enough that I have to move in. Throwing MB or LS from a distance to stop the camp temporarily is all well and good, but its just as easy for him to short hop over them and keep shurikens flying as it is for me to jump over the shurikens. The game goes nowhere if we just throw stuff that's easily dodged back and forth so someone has to approach. The range and speed of shurikens means, unless I want a six minute projectile stalemate, I have to approach, but as soon as I get close enough to become a threat he switches to an aggressive, combo centric playstyle. The options that he can choose for his mixups are safer than ours. Also, pellets may cancel out shurikens, but the timing of them is wonky, every second or third one will slip through in the gap between pellets.Even if his outranges ours, they still cancel out. Negating his camping. 0 danger. And we can slowly move forward to close the gap will negating his. A simple jump straight up and down can dodge any shuriken and nobody has an advantage unless you are already within range, in which case you shouldn't jump.
MB and LS will stop him from camping because he has to react to it. It doesn't need to do anything other than that to be effective. The situation is changed from him safely camping then you look for your opening. You don't just jump right at him and fall into his trap.
If someone is camping you the goal is to get them to stop, not to turn it into a hit or your advantage, and everything I described can do that. Yes, they can mix things up but so can we. Jumping over a shuriken is not a guaranteed hit for Greninja or anybody else. It's the same argument I've heard about a Villager shooting Lloyd and punishing a jump over it with slingshot. Things don't happen in a vacuum. It's a dynamic situation and there are many things you can do besides a head on attack. The options you listed will result in a hit, but those aren't the only options.
And yes, I have played a good Greninja that tried to camp me.
In my own scene, we have tons who play Yoshi and he's very common to play against. Having experienced it a good number, I honestly believe Yoshi is either even or in our favor it at 6:4. Most of the time, all you need to do to beat Yoshi is just shield a lot and it exploits his two main weaknesses: his kill options are pretty poor and his neutral game is below average. His grab itself is atrociously laggy (if you spotdodge it, MM's Utilt basically gives you a free kill) and he has low reward from it, no combo throw nor a kill throw/death conversion. Even though he has great Air Mobility, Yoshi can't approach Lemons safely because he has very few safe moves on shield (of all his aerials, only his 16F fair is safe, which can still be stuffed by our own Fair or Bair) and all of our Aerials tend to outspeed and/or outrange his. Outside of these, he only has 3 other anti-shield options, but as long as you know the weakness of each move they can easily be countered when you know they're coming:I think is a pretty bad matchup for
A lot of his moves can negate pellets, MM is too slow on the ground to punish with other moves than Uptilt, Upsmash oos (those two can't punish anything if the opponent has a proper spacing) and pellets and he can't just run under yoshi's eggs like fox or sheik.
I might be biased because i don't have a lot of experience against yoshi, but this is what makes the matchup very hard for me.